
A selection of case studies demonstrating how I use data, user behavior, competitive research, rapid prototyping, and visual communication to solve product and UX challenges.
My background is rooted in interactive entertainment, where I've spent more than 25 years designing complex systems and user experiences. These examples focus specifically on identifying product problems, developing practical solutions, and creating visual mockups that help technical and non-technical stakeholders understand the proposed experience before implementation.
12/13/22 - This brief details potentially low cost improvements that can help make the prototype really shine, including brand-centric elements like Cutscene Text and Leader Ability Videos as well as other Audio, Visual, and UI / UX Enhancements.
07/14/22 - This spec contains all the elements that will be in the Prototype build including menu screens, the puzzle board components, characters and enemies, level designs, and more!
11/02/21 - This document prioritizes a list of proposed meta improvements for NKR that will not only give better transparency as to how a player performs in races, it also ties together existing game systems like Rules-based Events and Challenges better and will also achieve the ultimate goals of retention and both horizontal and vertical Kart growth.
07/21/21 - This brief details improvements that can be made to the early game progression to help improve D1 retention. These improvements are entirely data driven, relatively easy to implement, and can be AB tested.
05/27/21 - This spec will first analyze inefficiencies with current Store assets including plate and details screens for Offers, and then propose improvements after referencing competitive products.
07/28/20 - Improve D1-7 metrics using a three-pronged approach: Improved chest rewards, reduced Monster unlock costs, and a logical Monster unlock path where players are rewarded Monsters whose Power is strong against the upcoming Obstacle.
04/21/20 - To improve our current Challenge system by simplifying the number of Goals while making them more challenging to accomplish, streamlining the interface to make it more user friendly while giving more positive feedback, and remove the passive Mail reward system to engage players better, among other little improvements.
12/14/18 - Details all the game play objects and how they are themed for the Hotel Transylvania brand including the Gems, Specials, Boosts, and Obstacles, as well as UI elements.
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